• Title/Summary/Keyword: Virtual communities

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The Revitalization Schemes for Virtual Communities in Apartment Complex II - Residents' Needs of the Virtual Community Contents in Apartment Complex - (아파트 단지 내 사이버 공동체 활성화 방안 연구 II - 사이버 공동체 콘텐츠에 대한 거주자 요구도 -)

  • Lee, Young-Ae;Kang, Soon-Joo
    • Journal of the Korean housing association
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    • v.20 no.1
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    • pp.91-99
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    • 2009
  • With the development of the internet and the spread of 'digital home', apartment houses equipped with the homepages connecting apartment houses as one cyberspace unit have increased. The virtual community with a homepage in apartment complex have improved the effect on management businesses in the side of a apartment manager and increased the importance of the space with a strong tie between residents in the side of residents. But the apartment residents didn't make full use of the virtual community because they have the low level of recognition of it. Therefore, this study attempted to present basic materials for the scheme to revitalize the virtual community. For this purpose, it attempted to find residents' recognition of and participation in the virtual community and demand for the classified contents conducted before this study. In the research method, it conducted the questionnaire research. The results are as follows. 1) First of all, It was found that the apartment residents had the low level of recognition of the virtual community. There was a significant difference according to the degree and the level of using the internet. Some easy-access programs are necessary. 2) The apartment residents took part in the virtual community about 67 percents because there was a lack of the public relation of the virtual community. 3) It was found that there was a significant positive correlation between the level of recognition and participation. 4) An attempt was made to identify the apartment residents' demand for the type of virtual community contents. It was found that most of contents were needed. 'apartment complex introduction and management information' showed the highest score among them. 5) Most respondents are affirmative to the virtual community. Therefore the residential community could be reinforced if the contents of virtual community is developed and well operated in the future.

Towards the Virtuous Circle in Virtual Community through Knowledge Seeking and Sharing (가상공동체의 지식선순환을 위한 지식탐색과 공유에 관한 연구)

  • Kim, Jae Kyung
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.19-38
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    • 2014
  • This study focused on the role of active knowledge seeking (knowledge browsing and knowledge searching) in the context of virtual community of interest. Knowledge seeking is rarely studied as an antecedent in knowledge management (KM) research. Active knowledge seeking is considered as antecedents of sense of virtual community which mediates to knowledge sharing intention and virtual community promotion. Research hypotheses are tested by applying structure equation modeling with survey data from virtual community members in South Korea. Active knowledge seeking behavior was found to be the strong predictor of sense of virtual community, which, in turn, positively affects knowledge sharing intention and virtual community promotion. Implication to practitioners is to understand and accommodate the members' knowledge seeking efforts, who are potential contributors and promoters of the virtual community. Knowledge seeking, knowledge sharing and promoting virtual community are more of human activities than technology and this study extends the understanding of such human activities. By providing a mechanism of how knowledge seeking and sharing could work harmoniously, a virtuous circle with win-win situation could be achieved in virtual communities.

An Empirical Study on the Leadership Style and Team Performance in Virtual Communities (가상공동체에서 리더십 스타일과 팀 성과에 관한 실증연구)

  • Lee, Kun-Chang;Chung, Namho;Jo, Nam Yong;Shin, Sung Woo;Lee, Hyung Jung;Lee, Jaeha
    • Knowledge Management Research
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    • v.9 no.4
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    • pp.127-142
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    • 2008
  • 최근 조직 내 정보시스템이 제공하는 지식과 정보에 대한 공유와 교환이 더 이상 성공적이라고 판단되지 않음에 따라 그 대안으로써 가상공동체(Virtual Community)가 주목받고 있다. 그러나, 가상공동체에서 살아있는 지식과 정보의 공유를 위해서는 공동체 안의 구성원인 리더와 구성원(팔로워) 들의 상호작용을 통한 몰입이 매우 중요하다는 인식이 확산되었다. 그러나, 이러한 몰입에 영향을 주는 리더-구성원 간의 영향관계는 충분히 연구된 바 없다. 이에 본 연구는 가상공동체에서 리더의 리더십 스타일과 팔로워의 특성 그리고 이들 간의 동기와 신뢰가 가상공동체의 몰입에 미치는 인과관계에 대해 분석하고자 하였다. '지각된 리더의 배려'로 측정된 '서번트 리더십'과 '지각된 리더의 조직지향'을 통해 측정된 '변혁적 리더십'이 구성원의 팔로워십과 동기, 리더와 조직에 대한 신뢰에 어떠한 영향을 미치는지 460명의 가상공동체 구성원을 통해 실증적으로 분석하였다. 분석결과 서번트 리더십과 구성원의 팔로워십 특성이 구성원의 몰입에 있어서 중요한 역할을 수행함을 알 수 있었다.

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Virtual Community Recommendation Model using Technology Acceptance Model and User's Needs Type (기술수용모형과 사용자의 욕구유형을 활용한 가상 커뮤니티 추천 모형)

  • Lee, Hyoung-Yong;Han, In-Goo;Ahn, Hyun-Chul
    • Asia pacific journal of information systems
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    • v.16 no.4
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    • pp.217-238
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    • 2006
  • In this study, we propose a virtual community recommendation model based on user behavioral models. It is designed to recommend optimal virtual communities for an active user by applying case-based reasoning (CBR) using behavioral factors suggested in the technology acceptance model (TAM) and its extensions. Also, it is designed to filter its case-base by considering the user's needs type before applying CBR. To test the usefulness of our model, we conduct two-step validation - experimental validation for the collected data, and survey validation for investigating the actual satisfaction level. Experimental results show that our model presents effective recommendation results in an efficient way. In addition, they also show that the information on the user's needs type may generate opportunities for cross-selling other commercial items.

The Influence of Self-discrepancy on One's Contributive Behaviors in Customer-based Online Communities (고객기반 온라인 커뮤니티에서 개인의 자아 차이 (Self-discrepancy)가 기여 행위에 미치는 영향)

  • Suh, A-Young
    • CRM연구
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    • v.4 no.1
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    • pp.35-54
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    • 2011
  • Organizing and maintaining customer-based online communities are becoming increasingly important in current business environment. Companies can utilize the member generated contents in developing their products and services and they can establish close relationships with their customers. This paper investigates how customer-based online communities increase individual members' contributive behaviors. Drawing on the social psychology literature, this study adopts the concept of self-discrepancy rooted in self-identity and derive an index for self-discrepancy by using the differences between actual and virtual self-identities. Furthermore, this study examines the relationship between the self-discrepancy and the anonymity-related psychological factors (autonomy, recovery, and catharsis), which in turn influence quality and quantity of contribution. Analysis of 114 respondents showed that self-discrepancy between actual and virtual selves has two different sub-dimensions (personal self-discrepancy and social sel f-discrepancy) and each dimension has different effect on the quality and quantity of contribution through the mediation of autonomy and recovery. Notably, catharsis negatively influenced quality of contribution. Theoretical and practical implications are discussed based on the major findings.

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A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

An Analysis of Virtual Economies in MMORPG(Massively Multi-players in Online Role Playing Game)

  • Jung, Gwang-Jae;Lee, Byung-Tae
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.661-666
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    • 2007
  • MMORPG, massively multi-players in online role-playing game, is the most popular genre in online games. Because large number of players interacts with each other, virtual worlds in MMORPG are alike communities of real worlds. Moreover, players in virtual worlds trade game items with real money. This paper is to find impacts of real-money trading into real worlds, and game operators, by using two-period model between players of the game and the game operator. It was found that real-money trading benefits game operators, and there exists optimal supply of game items to maximize the profit of game operator. Moreover we found that the income disparity in real worlds could be decreased when real-money trading is allowed To support the analytical model, we used an empirical analysis using real-money trading data, and find the relationship among play time of MMORPG, transaction volume of real-money trading, and price of game items. In empirical analysis, it was found that real-money trading benefits game operators. Moreover, it was found that play time and price have positive relationship.

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An Empirical Analysis of Worldwide Cyberinfrastructure

  • Cho, Manhyung
    • Asian Journal of Innovation and Policy
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    • v.4 no.3
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    • pp.381-396
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    • 2015
  • Cyberinfrastructure is a research infrastructure that provides an environment in which research communities can get access to distributed resources and collaborate at unprecedented levels of computation, storage, and network capacity. The Worldwide LHC Computing Grid (WLCG) is a global collaborative project of computing or data centers that enables access to scientific data generated by the Large Hadron Collider (LHC) experiments at CERN. This case study analyzes the WLCG as a model of cyberinfrastructure in research collaboration. WLCG provides a useful case of how cyberinfrastructure can work in providing an infrastructure for collaborative researches under data-intensive paradigm. Cyberinfrastructure plays the critical role of facilitating collaboration of diverse and widely separated communities of researchers. Data-intensive science requires new strategies for research support and significant development of cyberinfrastructure. The sustainability of WLCG depends on the resources of partner organizations and virtual organizations at international levels, essential for research collaboration.

A Study on the Types and Processes of Information Production In Online Communities

  • Kim, Young-Mi;Koh, Chan
    • Journal of Digital Convergence
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    • v.9 no.1
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    • pp.1-12
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    • 2011
  • The power of the internet community as a social network exerts great influence on all areas of our society not only on knowledge creation and knowledge sharing but also on politics, economy, and culture. This study aims to investigate how the diffusion process of information evolves on the internet in the new environment. The focus of the study is particularly on aspects of using information and the process of information production and the types and methods of online communities. It is the goal of the study to clarify aspects of the online community as an important mediator among universal means of communication in our society. Ways of social communication are changing rapidly and thus the reasoning for this change is very important policy issues to form a social consensus.